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Posted

Might be just me, but I installed the official release, and I'm not seeing an option for the medium difficulty key creation in the DD configuration menu.

Ā 

That would be because I forgot to update the MCM menu version in zadConfig. Only effects users that upgraded. Attached is a patch to fix that, which will be in 2.6.1 (Bugfix release for a few things: Out within a day or two).

config-keydifficulty-medium-fix.rar

Posted

Ā 

Might be just me, but I installed the official release, and I'm not seeing an option for the medium difficulty key creation in the DD configuration menu.

Ā 

That would be because I forgot to update the MCM menu version in zadConfig. Only effects users that upgraded. Attached is a patch to fix that, which will be in 2.6.1 (Bugfix release for a few things: Out within a day or two).

Ā 

Ah, thanks much!

Posted

Ā 

Just found an issue with Captured Dream Shops 1.2 and MO. Captured Dream Shop overrides some of the scripts of Devious Devices, and they are not compatible with the new version of Devious Devices. If you give it a higher priority than Devious Devices in MO, then plugs and restraints cannot be unequipped anymore (and events also seem to not appear anymore). So people using MO should pay attention to give Devious Devices a higher priority until a new version of Captured Dream Shop is available.

All of the main files for the Devious Devices family are actually in BOSS and sorted correctly, so I just ran that and it kept such things from happening.

Ā 

BOSS won't help with this problem. I am not refering to esp priority but to the mod priority in MO (the left side of MO), which determines which files Skyrim actually sees. If Captured Dream and/or Angrim Apprentice have higher priority, Skyrim will see for some scripts the old version and the new version for the rest. And since some function signatures were changed in the new version, this leads to exceptions and ugly stack traces in the log.

Ā 

This also affects users not using MO, who install Angrim Apprentice and/or Captured Dreams after the new version of Devious Devices.

Posted

Ā 

Ā 

Just found an issue with Captured Dream Shops 1.2 and MO. Captured Dream Shop overrides some of the scripts of Devious Devices, and they are not compatible with the new version of Devious Devices. If you give it a higher priority than Devious Devices in MO, then plugs and restraints cannot be unequipped anymore (and events also seem to not appear anymore). So people using MO should pay attention to give Devious Devices a higher priority until a new version of Captured Dream Shop is available.

All of the main files for the Devious Devices family are actually in BOSS and sorted correctly, so I just ran that and it kept such things from happening.

Ā 

BOSS won't help with this problem. I am not refering to esp priority but to the mod priority in MO (the left side of MO), which determines which files Skyrim actually sees. If Captured Dream and/or Angrim Apprentice have higher priority, Skyrim will see for some scripts the old version and the new version for the rest. And since some function signatures were changed in the new version, this leads to exceptions and ugly stack traces in the log.

Ā 

This also affects users not using MO, who install Angrim Apprentice and/or Captured Dreams after the new version of Devious Devices.

Ā 

Ā 

I see that Angrim's apprentice is overwriting zadPlugScript, which is odd. No mods requiring this mod should make changes to the base scripts. Captured Dreams is overwriting a ton of scripts. Neither mod should be touching any of those (Them packaging these files was probably an error).Ā I'll message both authors about it. Thanks for bringing this to my attention.

Posted

I'm curious about something: What are the odds of forcing a lock?

Ā 

How much does your skill level matter? And what perks make a noticable difference, if any? Is there a point where it is basically not possible, or is it always possible just very unlikely?

I've never actually managed it, so i'm a little curious how it actually works.

Ā 

Ā 

And congrats on the release Min :)

Posted

I'm curious about something: What are the odds of forcing a lock?

Ā 

How much does your skill level matter? And what perks make a noticable difference, if any? Is there a point where it is basically not possible, or is it always possible just very unlikely?

I've never actually managed it, so i'm a little curious how it actually works.

Ā 

Ā 

And congrats on the release Min :)

Ā 

Perks don't effect it. You'll need to have a pretty high skill level in fingersmithing (SkyRe) or Lockpicking (Vanilla) to have a >0% chance. The higher your skill level, the higher your chance of unlocking it.

Ā 

And, Thanks :)

Ā 

EDIT: To elaborate further,

Ā 

As of now, the escape system works as follows:
int Function CheckDeviceEscape(int skillThreshold, string skillName)
Ā  Ā  ; Returns -1 on success. Otherwise, returns chance.
Ā  Ā  int playerSkill = PlayerRef.GetAV(skillName) As Int
Ā  Ā  int chance = Utility.RandomInt() + playerSkill
Ā  Ā  if chance > (skillThreshold + Aroused.GetActorExposure(PlayerRef)/5)
Ā  Ā  Ā  Ā  return -1
Ā  Ā  Endif
Ā  Ā  return chance
EndFunction

In English:

The formula is (Random number between 1-100 + YourSkillLevel) vs (185 +/- a small number, + 5% of your arousal)
Ā 
Meaning, at skill 100, you would have a 15% chance if not particularly aroused. I use the uncapper, so skills over 100 aren't particularly unheard of.
Ā 
It's set to my tastes, though if you want it to be more possible, you can change the escape threshold in the MCM settings.

Ā 

Posted

Just a little help please,

Ā 

After install the new version the cursed plugs from the quest dont vibrate any more. I thought it might be a unregistered animation problem (has happened before) so I uninstalled the mod, ran the FNIS, installed the mod again and ran the FNIS again, but it did not work. I also tried to mess around with all the setting in the mcm menu but without success. All the other animations (masturbate, armbinder pose, etc) and periodic events are working flawless.

Ā 

Another thing too, after the armbinder be equipped, no npc dialogue appeared to set you free (it should appear right?) I talked to all the NPCs in whiterun. (Poor dragonborn, she is so helpless ^.^)

Ā 

I will delete absolutely everything tomorrow and install everything from scratch (with only the absolutely necessary requirement mods) and start a new savegame just in case... I just want to know if anyone else had the same problem.

Ā 

Thanks

Posted

Cursed soulgem plugs are working fine in my game. Post a copy of your log, and I'll take a look.

Ā 

There should be a top level "Can you help me?" dialogue option available if you're wearing the armbinder.

Posted

Cursed soulgem plugs are working fine in my game. Post a copy of your log, and I'll take a look.

Ā 

There should be a top level "Can you help me?" dialogue option available if you're wearing the armbinder.

Cursed plugs work for me as well.

Posted

Love the armbinder. Forgive me, but curiosity forces me to ask if you plan more such mean devious devices in the future like maybe a crotch rope, nipple clamps, maybe some kind of dwemer auto whipping machine and the like :D

This is not meant impatient, you, Zadil and Veladarius do a great job. But knowing that eventually more such bondage gear will come would make me even happier :heart:

Posted

Just ran into an issue with Angrim's Apprentice (updating, not from scratch).Ā  I've been belted for a while, and when going to talk to him to wheedle out a new spell, he can no longer remove my belt.Ā  Papyrus log says:

[12/27/2013 - 09:53:33PM] Error: Incorrect number of arguments passed. Expected 7, got 6. 
stack:
	[AngrimBeltQuest (54001D8E)].angrimbeltquestscript.BeltUnlock() - "AngrimBeltQuestScript.psc" Line 55
	[topic info 54013C06 on quest AngrimApprenticeQuest (54004E5F)].AngrimInitAct_15.Fragment_0() - "AngrimInitAct_15.psc" Line 11

Since Papyrus doesn't do defaulted arguments right (compile time, not runtime), could that be the issue?Ā  Code in question is

Function BeltUnlock()
	Armor deviceRendered = DeviousLibs.beltPaddedRendered
	Keyword deviceKeyword = DeviousLibs.zad_DeviousBelt
	DeviousLibs.RemoveDevice( PlayerRef, BeltPadded, deviceRendered, deviceKeyword, false )
	if ( bHasPlugs )
		deviceRendered = DeviousLibs.plugSoulgemRendered
		deviceKeyword = DeviousLibs.zad_DeviousPlug
		DeviousLibs.RemoveDevice( PlayerRef, Plugs, deviceRendered, deviceKeyword, false )
	endIf

	AngrimBeltIsLocked.Value = 0
endFunction

What's the new argument, may I ask?

Ā 

Edit: answered my own question, it's the skipMutex option.Ā  Recompiled angrimbeltquestscript without any changes and it worked.Ā  So it appears the problem is Papyrus and it's fake default arguments.

Ā 

Ā 

Posted

It was brought to my attention by a friend trying out the mod, but when crafting the iron chastity belt, it actually requires steel ingots. Confirmed it to be the case on my end as well.

Posted

Cursed soulgem plugs are working fine in my game. Post a copy of your log, and I'll take a look.

Ā 

There should be a top level "Can you help me?" dialogue option available if you're wearing the armbinder.

Ā 

Reinstalled everything. Now "Can you help me?" work, but not the cursed soulgem. Papyrus.log attached.

Ā 

Just after "[Zad]: EquipDevice called for Cursed Soulgem Plugs" I increased the timescale, was standing still and spammed some magics.

Ā 

Thanks again.

Papyrus.0.zip

Posted

Uploaded new version of the Captured Dreams shop. Removed the scripts that were included in error from Integration.Ā 

Ā 

Is it the same process like Assets and Integration to update? Just download, unpack and replace?

Posted

Greetings, random troublemaker, just thought I'd bring up an issue that I'm not fully sure the cause of... I fought another issue and realized I'd have to delete my poor character. So I made a new one, and called myself in an armbinder from the console. Put it on... and it wasn't there.

Ā 

Peeking a little further, it seemed that DD was not loading at all. I sat for a little bit, waiting for the loading prompts, and they seemed to come to a halt... only for me not to have any Devious Devices in my MCM list. Peering at this curiously, I restarted, yoinked out the most recently added HDT's High Heels mod, and voila, found myself with a DD menu again.

Ā 

I'm not sure if this is a result of the heels mod somehow, or whether perhaps SkyUI had just hit its limit on menus, though I only have about ten of them, and I suspect many other people have many many more. I'm pretty new to this whole modding thing, so if there's something I could do to obtain more information, please tell me and I'll see what I can't figure out. :)

Posted

Does the new 2.6.0 version work also with SexLab 1.24?

Ā 

Because I'm really scared by all the big issues the 1.3+ versions have and also by the un-toggleable shake screen effect on orgasm.

Ā 

Edit: Btw, I don't have the plugin Deviants installed yet, because I didn't start the Dragonborn quests. I wish to have Deviants working only when I've finished (almost) the Dragonborn DLC.

Another thing, I've already the latest 2.6.0 version of Assets (everything seems to work fine, for now).

Finally, I have the MfG SKSE plugin installed but the standalone version (from Nexus). It gives me a great joy. My char blinks her beutifuls ice-sky eyes!

Posted

Love the armbinder. Forgive me, but curiosity forces me to ask if you plan more such mean devious devices in the future like maybe a crotch rope, nipple clamps, maybe some kind of dwemer auto whipping machine and the like :D

This is not meant impatient, you, Zadil and Veladarius do a great job. But knowing that eventually more such bondage gear will come would make me even happier :heart:

We are indeed planning more devices: Zadil will be throwing up a poll soon in his thread for the next type of device to be added.

It was brought to my attention by a friend trying out the mod, but when crafting the iron chastity belt, it actually requires steel ingots. Confirmed it to be the case on my end as well.

Haha. It's been like that for quite a while.

Uploaded new version of the Captured Dreams shop. Removed the scripts that were included in error from Integration.Ā 

Thanks!

new quests or is it just for bugfix?

I posted a changelog that explains most of what this patch modified. Bugfixes + new features, no new quests.

Greetings, random troublemaker, just thought I'd bring up an issue that I'm not fully sure the cause of... I fought another issue and realized I'd have to delete my poor character. So I made a new one, and called myself in an armbinder from the console. Put it on... and it wasn't there.

Ā 

Peeking a little further, it seemed that DD was not loading at all. I sat for a little bit, waiting for the loading prompts, and they seemed to come to a halt... only for me not to have any Devious Devices in my MCM list. Peering at this curiously, I restarted, yoinked out the most recently added HDT's High Heels mod, and voila, found myself with a DD menu again.

Ā 

I'm not sure if this is a result of the heels mod somehow, or whether perhaps SkyUI had just hit its limit on menus, though I only have about ten of them, and I suspect many other people have many many more. I'm pretty new to this whole modding thing, so if there's something I could do to obtain more information, please tell me and I'll see what I can't figure out. :)

I've no idea why that occurs: Never seen it happen, myself. Having been on these forums for some time, though, I've seen many users of other mods filing bug reports of MCM menu's not initializing for other mods as well, though: I suspect a bug of some sort in SkyUI that's only exposed when a large number of mods are initializing.

Does the new 2.6.0 version work also with SexLab 1.24?

Ā 

Because I'm really scared by all the big issues the 1.3+ versions have and also by the un-toggleable shake screen effect on orgasm.

Ā 

Edit: Btw, I don't have the plugin Deviants installed yet, because I didn't start the Dragonborn quests. I wish to have Deviants working only when I've finished (almost) the Dragonborn DLC.

Another thing, I've already the latest 2.6.0 version of Assets (everything seems to work fine, for now).

Finally, I have the MfG SKSE plugin installed but the standalone version (from Nexus). It gives me a great joy. My char blinks her beutifuls ice-sky eyes!

2.6.0 is compiled against / requires functions from Sexlab 1.31. You're going to have issues if you try running it with 1.24. VibrateEffects in particular probably won't work, since I'm now using facial presets from Sexlab during them. You can use the latest MFG SKSE plugin with Sexlab 1.31, just override the one packaged with Sexlab.

Posted

Just ran into an issue with Angrim's Apprentice (updating, not from scratch).Ā  I've been belted for a while, and when going to talk to him to wheedle out a new spell, he can no longer remove my belt.Ā  Papyrus log says:

[12/27/2013 - 09:53:33PM] Error: Incorrect number of arguments passed. Expected 7, got 6. 
stack:
	[AngrimBeltQuest (54001D8E)].angrimbeltquestscript.BeltUnlock() - "AngrimBeltQuestScript.psc" Line 55
	[topic info 54013C06 on quest AngrimApprenticeQuest (54004E5F)].AngrimInitAct_15.Fragment_0() - "AngrimInitAct_15.psc" Line 11

Since Papyrus doesn't do defaulted arguments right (compile time, not runtime), could that be the issue?Ā  Code in question is

Function BeltUnlock()
	Armor deviceRendered = DeviousLibs.beltPaddedRendered
	Keyword deviceKeyword = DeviousLibs.zad_DeviousBelt
	DeviousLibs.RemoveDevice( PlayerRef, BeltPadded, deviceRendered, deviceKeyword, false )
	if ( bHasPlugs )
		deviceRendered = DeviousLibs.plugSoulgemRendered
		deviceKeyword = DeviousLibs.zad_DeviousPlug
		DeviousLibs.RemoveDevice( PlayerRef, Plugs, deviceRendered, deviceKeyword, false )
	endIf

	AngrimBeltIsLocked.Value = 0
endFunction

What's the new argument, may I ask?

Ā 

Edit: answered my own question, it's the skipMutex option.Ā  Recompiled angrimbeltquestscript without any changes and it worked.Ā  So it appears the problem is Papyrus and it's fake default arguments.

Ā 

Hmm. I didn't realize that would break existing dependencies. Guess I really need to not touch the API at all (Even for just adding a new default argument) inbetween updates :P. Thanks, I'll notify the authors who's mods require this as a dependency that they need to recompile / rerelease.

Posted

Found a bug with the armbinder removal from NPCs if both you and the NPC are wearing an armbinder. You correctly get the "your armbinder prevents you from ... " message when trying to remove the armbinder from the NPC through their inventory. But the inventory item still gets transferred to your inventory, the rendered item still stays on the npc.

Posted

Found a bug with the armbinder removal from NPCs if both you and the NPC are wearing an armbinder. You correctly get the "your armbinder prevents you from ... " message when trying to remove the armbinder from the NPC through their inventory. But the inventory item still gets transferred to your inventory, the rendered item still stays on the npc.

Ā 

Fixed, thanks for the report. Will be included in today/tomorrow's bugfix release, 2.6.1

Posted

Ā 

Cursed soulgem plugs are working fine in my game. Post a copy of your log, and I'll take a look.

Ā 

There should be a top level "Can you help me?" dialogue option available if you're wearing the armbinder.

Ā 

Reinstalled everything. Now "Can you help me?" work, but not the cursed soulgem. Papyrus.log attached.

Ā 

Just after "[Zad]: EquipDevice called for Cursed Soulgem Plugs" I increased the timescale, was standing still and spammed some magics.

Ā 

Thanks again.

Ā 

Ā 

Odd. I expected the issue to be due to you not having Sexlab 1.31 or some such, but it's not even ever entering a vibration effect.

Ā 

Can you post a copy of your load order?

Posted

I wanted to see the armbinder and added it with console. Equipping it doesnt show the armbinder on my char, but char gets in restrained pose. There is endlessly the sound of unwielding my equipment to be heared.

Padded belt, bra works.

sexlab 131 (I disabled stripping of clothes as in instructions), latest versions of devices and assets, aroused v20131209, zaz animpack.

This might be helpful:

[12/28/2013 - 12:34:32PM] Error: Property zad_DeviousArmbinder on script zadlibs attached to zadQuest (A300F624) cannot be bound because <NULL form> (1000CA3A) is not the right type

[12/28/2013 - 12:36:21PM] [Zad]: OnEquipped(XXXXX: Armbinder)
[12/28/2013 - 12:36:25PM] Error: Property zad_DeviousDevice on script zadArmbinderEffect attached to Active effect 22 onĀ  (00000014) cannot be bound because <NULL form> (1000CA3A) is not the right type

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